File information
Last updated
Original upload
Created by
SlavicPotatoUploaded by
slavicpotato1Virus scan
Activity logs
This page was last updated on 26 December 2023, 7:21PM
- Changelogs
-
-
Version 1.7.4
- Updated for game version 1.6.629
- Keep a backlog of picked up items (can be used by custom items)
-
Version 1.7.3
- Fixed an issue that could cause a crash while interfacing with old SDS versions.
- Added voice type condition
-
Version 1.7.2
- The plugin is no longer reliant on an XP32 compatible skeleton. Required nodes are now added dynamically to the vanilla and other misc skeletons as needed.
- Skeleton extensions: added a more configurable "convert nodes" variant.
- Skeleton extensions: added valid_mov_child_nodes field to extra node entries. Gear nodes listed in the array are added to the placement node selection list.
-
Version 1.7.1
- Added a plugin interface (required by the OAR condition plugin*)
- Fixed "Bow IED" and "Two-Handed IED" nodes (broken in 1.7.0)
- Added equip slot parameter to hand condition
- Updated ImGui and boost dependencies
- * The plugin allows OAR mods to add conditional draw/sheathe animations based on IED gear placement. One such mod is already provided by GiraPomba, please see the installation section of the description. Since the animations are now fully covered, it's recommended that you discontinue use of XPMSSE styles and use gear node placement features from this mod instead.
-
Version 1.7.0
- Built-in equipment physics. Gear nodes and individual displays can be simulated. Each node or display may have separate settings. A debug renderer for easier configuration was included.
- Added light support. When loading an object from light/hazard forms, the user may tick an option to attach the light as well. A few additional settings for lights that aren't configurable on game forms are available.
- Implemented background loading for display assets. This more or less removes stutters that are the result of these assets loading in. The difference is especially felt with high-quality assets (high-poly meshes and large textures). The default model caching level was also increased.
- Removed the option that allowed display animation updates to run on a single thread. All updates on displays are now batched with vanilla character and weapon animation updates which run in parallel by default.
- Playing animations via behavior graphs is no longer limited to weapons. Any mesh with valid BGED data is now supported.
- Removed weapon animation toggle from UI settings (can still be shut off globally in the ini or on individual displays)
- Added state change keybinds that are usable in conditions. This allows the user to make changes to or toggle individual displays, move or rotate gear, etc. just by hitting a key.
- Keybind selector widgets in the UI now accept DX scan codes directly.
- Added a variable system that can simplify defining conditions and serve as a bridge for communicating changes between characters. A change to any variable on any actor is visible to any other actor.
- Allow syncing gear node transform, placement and physics to the first person skeleton.
- Handle actors with disabled AI processing. Displays should work on mannequins now.
- General debloating and performance optimizations.
- Fixed incorrect return value on form (count) condition when the item is not present in the inventory (GiraPomba).
- Fixed form validation not running on fallback display slot forms in last-equipped mode.
- Fixed notification alpha interpolation.
- Fixed certain config write actions permitted while default is forced.
- Fixed vanilla first person skeleton not recognized as humanoid.
- Fixed an issue that prevented UI key configuration in settings from taking effect.
- New conditions: active effect (GiraPomba), perk, level, unique, summonable, invulnerable, day of week, sneaking, in dialogue, life state, actor value, xp32 skeleton, cell, hand, ambient light level, sun angle, is sun above horizon, faction, in merchant faction, in enemy faction, lighting template, variable, in dark area, in public cell, is cell owner, in owned cell, is npc cell owner, key bind state, waiting for player, is horse, random percent, is laying down, is flying, is sds shield on back enabled, is player last ridden mount (see https://github.com/SlavicPotato/ied-dev/wiki/Conditions for more info).
- Extended presence condition params (favorited, equip slot matching, ..) and added biped slot geometry visibility testing option.
- Extended the shout condition to match powers.
- Added 'Is bolt' parameter to type condition
- Added scrolls to type condition.
- Allow loading meshes from projectile and hazard forms.
- Last-equipped mode: allow listing multiple fallback slots, added 'disable if occupied' and 'prioritize recent options' to display slot fallback.
- Allow filtering items per conditions during the slot item selection process (GiraPomba).
- Added geometry visibility option under the geometry tree.
- Changed parent node attachment behavior so it automatically switches to reference mode for managed nodes. Renamed the option to 'Auto'.
- Optionally disable tracers on projectile displays (GiraPomba).
- Dynamic arrows: display quiver arrows on equipment displays based on inventory count (same as vanilla).
- Allow scaling object collision geometry.
- Allow transforming display geometry separately from the object root node (useful when adjusting equipment physics for specific objects).
- Optionally forward animation events from the actor to a display.
- UI: added a general info window that shows common game data (timing, weather, ..).
- UI: actor info now shows real time faction, active effect, actor state, perk, actor value, skeleton and biped data.
- UI: added a style editor with preset support.
- UI: skeleton explorer shows object type and flags.
- UI: show more info on loaded displays and forms in general.
- UI: made gear node positioning config copy-pastable.
- UI: fixed font not applying to ImGui nav window.
- Let users add descriptions to presets.
- Node monitor: allow invisible object detection and definition of multiple subjects per entry.
- Convert/extra nodes, node monitor: allow matching any skeleton if the user explicitly requests it.
- Skeleton extensions: add transform synchronization.
- Skeleton extensions: add obj_match to extra nodes skeleton entries, allows defining objects that must exists on the skeleton for the entry to pass.
- New native papyrus functions: SetItemRemoveTracers, SetItemAttachLight, SetItemLightTargetSelf.
- Added InteriorAmbientLightThreshold option to the ini (affects interior light level detection in conditions).
- Compatibility: disable the UI in crafting and menus that are unpaused by skyrim souls.
- ** Many miscellaneous additions and fixes were made. Not everything is listed here.
- ** Gear positioning view was renamed to 'Gear nodes' since it now holds the physics config as well.
-
Version 1.6.3
- Papyrus: Added SetItemRemoveScabbard* and GetLastEquippedForm native functions, fixed rotation not updating after calling SetItemRotation* and SetIgnoreRaceEquipTypes* not taking effect
-
Version 1.6.2
- Fixed possible crash if a non-critical error occured during preset save (no write permission for example)
- Check extension before loading string table files to avoid unnecessary error spam (nexusbla18)
-
Version 1.6.1
- Allow controling arbitrary skeleton nodes in gear positioning (see AdditionalCMENodes folder)
- Show loaded state in actor info
- Fix global config panels not updating after import
-
Version 1.6.0
- Added weapon animation support - off by default, see toggle in settings (more in the tooltip)
- Configurable membrane shader effects are now available (intended for custom items)
- Added an equipment priority and limiting system, lets you define how many gear slots actors can have and which are evaluated first.
- Added a skeleton extension system that can dynamically create new gear nodes or convert sheaths to XP32 spec (CME->MOV->Node layout). Can be used to adapt skeletons to work with IED or SDS without actually having the meshes installed or to make new nodes for your gear.
- Added a configurable node monitoring system which tracks and records if nodes are present on a character, that data can then be used in conditions. The primary use is detecting animation objects, e.g. hide the lute custom display when a bard is playing.
- Added gear node placement randomization (toggle in settings)
- Added last equipped mode to custom displays (more in the tooltip)
- Added conditions: time of day, in first person, in combat, is female, is humanoid skeleton (detects vanilla and newer xp32), in water, underwater, swimming, bleeding out, tresspassing, commanded, riding, ridden, is player, bribed by player, angry with player, essential, protected, sitting, sleeping, paralyzed, unconscious, weapon drawn, node monitor (see above), arrested, is child, in killmove, presence (see tooltip in popup), skeleton (ID and signature matching)
- Added skeleton explorer and actor info diagnostic tools, available in the tools menu. Actor info also shows detailed info about inventory contents.
- Fixed a buffer overrun during ita styles setup
- Fixed weapon adjust blocking method to ignore vanilla skeletons and improved efficiency
- Fixed imports not respecting filter options
- Custom: (breaking) 'ignore race equip types' base option no longer has any effect on custom items. Some presets may need to be updated.
- Custom: fixed race equip type checks running on armors
- Changed UI layout, there's now a main menu bar at the top of the screen
- Added configurable keybinds for temporarily releasing the control lock (see settings, UI section)
- Added equipment override groups
- Model swaps can now be set on the base config, so they may be used in equipment overrides.
- Allow disabling havok from the base config, custom object flag still takes effect.
- Equipment/Custom type, form and armor conditions: split matching displayed items into 'all' and 'this'. Gear positioning is unaffected by this change.
- Add geometry visibility test to biped condition
- Detect if Simple Dual Sheath has shield on back enabled, used with animation switching
- Optionally use extrinsic (fixed-frame) rotations, on by default
- Allow loading meshes from BGSMaterialObject
- Added behavior graph path filters for filtering out unwanted weapon anims (mainly for performance reasons)
- Disabled use of temporary NPC forms in configuration, templates are used instead
- Added SetItemWeaponAnimationDisabled and SetItemDisableHavok native functions
- User defined font metadata is now loaded from IED\Fonts\User
- Added two new styles (spectrum-dark, enemymouse)
- Many misc fixes and improvements
-
Version 1.5.0
- Fixed a maintenance procedure clearing gear positioning placement data unless atleast one position entry was also present. Make sure to update to avoid losing placement settings.
- Fixed 'Use adjusts from matched armors only' under gear positioning offsets (broken in 1.4.0, had no effect)
- Fixed intro banner switch closing the main ui window when toggled off
- Support for XP32 alternate animations (enable in Tools->Settings, make sure to read the tooltip)
- Automatically apply XP32 left sheath rotation adjustments on qualifying skeletons
- Added item animation control papyrus native functions
- Sounds for any form type can now be defined under settings
-
Version 1.4.1
- Fix potential nullptr crash while gathering actor inventory info (introduced in 1.4.0)
- Gear positioning: added bolt xp32 node
-
Version 1.4.0
- Fixed an issue which could cause the UI initialization procedure to abort when there was no error
- Fixed NPC combo not showing nearby actors unless 'Show all' was ticked
- Fixed shield display candidates not sorted by armor rating (strongest have priority now, same as weapons)
- Various misc fixes
- Added intro banner
- Added weather and global variable conditions
- Add item count to form condition (applies when testing inventory presence, ie if both Equipped and Displayed are unticked)
- Added ammo category to equipment form browser (filters/preferred items)
- Custom: optionally load a random model when additional items are specified
- Custom: allow disabling individual group items
- Allow playing arbitrary NiControllerSequence on displayed meshes
- Minor adjustments to gear positioning default configuration
-
Version 1.3.2
- Custom items: fixed 'Disable havok' option not taking effect in some cases
- More optimizations for reduced binary size
-
Version 1.3.1
- Improved error reporting mechanisms during initialization
- Minor fixes and optimizations (reduced code size)
-
Version 1.3.0
- Added UI styles, alpha and background alpha sliders
- Added option to freeze time while UI is active
- Shield world models can now be loaded instead of race-filtered ARMAs (they're usually the same mesh)
- Custom items: fixed optional favorite check running on npcs
- Show log entry timestamps
- Optionally release font textures after closing UI (large glyph sets have large textures which use up a lot of vram)
- Fixed some issues with control sizing in settings window
- Optionally remove favorited restriction from all equipment slots
- Added ammo equipment slot (quivers, bolts)
- Added location, interior, worldspace, player teammate, guard, mount, package, shout equipped, combat style and npc class conditions
- Race condition can match just the keyword without having to set a race form
- Added playable/child to race condition
- Optionally ignore race equip types so the equipment system can be used on actors of any race (Swashbuckler24)
- Suspend processing of actors in detached cells (optimization)
- Added SetItemUseWorldModel and SetIgnoreRaceEquipTypes native functions
- Fixed the UI input handler ignoring keyboard layout
- Added ImmediateUpdateOnFav setting to ini
- Accept unicode filenames (exports/profiles/font paths)
- Allow partial profile imports in equipment view (overrides only atm)
- Fixed possible CTD when importing profiles in npc/race views
- Added a few nodes to the default list
-
Version 1.2.6
- Gear positioning: removed evaluation delay after equipped weapon geometry is attached and reduced overhead by not running node updates unless the transform was changed.
-
Version 1.2.5
- Custom items: optionally load only when favorited
- Added actor dead and can dual wield conditions
- Show more info in condition descriptions
- Fixed biped conditions matched against the skin evaluating to true when no skin was found
- Reimplemented disable collision option
- Update nodes immediatelly after moving or altering transform (prevents visual glitches when conditions take effect)
- Input handling no longer relies on GetKeyboardState, should work ok in menus now. Set EnableInMenus=true to enable. Keys with toggle state (caps, num, scroll) are treated as being off while the UI is open in a menu.
- Handle (some) dead-key (accent or diacritic) characters.
- Ignore node condition(s) in visibility rules.
- Updated default offsets on bow and shield-back nodes to account for XP32-added 2H nodes (2h axe/mace, swp)
- Updated conditions in 'disable no armor' presets to check for 'ArmorCuirass' keyword
-
Version 1.2.4
- Added font definition for 'Malgun Gothic' (supports Korean glyphs)
- Gear positioning: added nodes for daggers on back
- Gear positioning: added 'Absolute position' option to transforms (apply position independently of rotation and scale) as the default and updated default configuration. Configuration stored in existing playthroughs will not be affected by this change.
- Added definitions for DeleteAllActor, DeleteAllNPC, DeleteAllRace and DeleteAll functions to papyrus header.
- Custom items: fixed an issue with equipment mode where available two handed weapons wouldn't be counted properly
-
Version 1.2.3
- Custom items: fixed CTD when attempting to load a display with a model swap form not present in the game
-
Version 1.2.2
- Custom items: added suport for BGSTalkingActivator, TESGrass, TESObjectANIO, TESObjectDOOR and BGSExplosion
- UI: disabled hotkey toggling behavior to prevent unintentionally closing the interface (close it with ESC, clicking X in the title bar or File->Exit)
- Equipment view: split preset loading into apply/merge for Actor, NPC and Race configurations (Global remains unchanged and can only be merged)
- Fixed a few safety issues related to releasing 3D assets.
-
Version 1.2.1
- Custom items: fixed an edge-case where duplicate grouped objects might show up (introduced in previous version, only when using the new model group feature)
-
Version 1.2.0
- Fixed some display options not updating immediatelly when an override took effect
- Fixed a few unsafe node attachments on the skeleton
- Custom displays: added model groups (per request)
- Updated default configuration so that equipment displays are disabled on cuffed NPCs (for example the prisoners in the opening scene). Note that this won't take effect on existing saves unless you import.
- Added NPC equipment displays toggle in settings (per request)
- Added condition grouping
- Added 'Actor' and 'NPC' condition types
- Equipment overrides: added quest complete conditition
-
Version 1.1.4
- UI: fixed some string processing which could have caused issues with user-made translations
- UI: adjusted default toggle keys to the new setting when the .ini or the option is missing
-
Version 1.1.3
- Select multiple forms in form browser, where applicable
- Added player preset which disables displays if no piece of armor is equipped (Default - Player (Disable no armor))
- Changed default UI popup keys to Left Shift+Backspace (will not override your existing keys set via the UI and won't have any effect if SKSE\Plugins\IED\Settings.json was already written which happens the first time you open->close the UI)
- Fixed issues with key configs where keys from the .ini were being copied to the UI config (Settings.json), which then took priority. Keys from the .ini will now be in effect until the user explicitly configures them in the UI or if they set OverrideToggleKeys=true
- Equipment: Added a warning about left 2H slots and Actions->All slots->Enable no longer applies to these slots.
-
Version 1.1.2
- UI: support for rendering in-game text (like item/character names) in languages with non-ascii glyphs (russian, chinese, japanese, ..).
-
Version 1.1.1
- Added quiver to default node list
- Allow non-equippable forms in equipment override conditions
- Fixed ammo type condition in gear positioning
- Added biped slot condition to equipment overrides
-
Version 1.1.0
- Remove smoke and ENB light from several third-party torch meshes (might not cover everything, if you notice a torch emitting light or smoke send me a link to the replacer you're using)
- Equipment overrides: conditions now match inventory items unless 'Equipped' or 'Displayed' is ticked
- Equipment overrides: fixed an issue with 'Equipped' conditions on shields not evaluating properly
- Updated default config to ignore beast races (werewolf, vampire). You'll need to import if updating on an existing save (View->Equipment, Global tab, select 'Player', select 'Default' preset and merge)
-
Version 1.0.4
- Fixed male arms not moving outwards when actor weight was above 0 or an armor with weapon adjustment was equipped.
- Removed IED\Nodes.json (this file is user-generated, it should not be overwritten)
-
Version 1.0.3
- Fixed an issue with crossbows not appearing on the player when playing as a vampire
- Cleanup some additional nodes from displayed torches which should hopefully prevent ENB light emission
-
Version 1.0.2
- Recompiled again, some parts of the code were left behind which still used AVX2 instructions (would cause crashes on older CPUs)
-
Version 1.0.1
- Fixed an issue with the plugin not loading on Windows 7 and possibly causing problems with the controller.
- Fixed the plugin crashing on older CPUs with no AVX2 extensions.
-
Version 1.0.0
- Initial release
-
- Author's activity
-
April 2024
-
21 Apr 2024, 9:26PM | Action by: slavicpotato1
User submitted image verified
'The amount of accuracy for placement this mod allows is amazing! <3'
-
21 Apr 2024, 9:26PM | Action by: slavicpotato1
User submitted image verified
'Thank you for this'
-
21 Apr 2024, 9:26PM | Action by: slavicpotato1
User submitted image verified
'This is my favorite mod'
December 2023
-
26 Dec 2023, 7:21PM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
26 Dec 2023, 7:21PM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
26 Dec 2023, 7:15PM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
10 Dec 2023, 1:06PM | Action by: slavicpotato1
Changelog added
'Change log added for version 1.7.4'
-
10 Dec 2023, 1:04PM | Action by: slavicpotato1
Changelog added
'Change log added for version 1.7.4'
-
10 Dec 2023, 1:02PM | Action by: slavicpotato1
File added
'Immersive Equipment Displays for 1.6.629 and newer [version 1.7.4]'
-
10 Dec 2023, 1:02PM | Action by: slavicpotato1
File added
'Immersive Equipment Displays for 1.5.39 - 1.6.353 [version 1.7.4]'
September 2023
-
02 Sep 2023, 9:02PM | Action by: slavicpotato1
Changelog added
'Change log added for version 1.7.3'
-
02 Sep 2023, 9:02PM | Action by: slavicpotato1
File added
'Immersive Equipment Displays for 1.6.629 and newer [version 1.7.3]'
-
02 Sep 2023, 9:01PM | Action by: slavicpotato1
File added
'Immersive Equipment Displays for 1.5.39 - 1.6.353 [version 1.7.3]'
-
01 Sep 2023, 6:09PM | Action by: slavicpotato1
Changelog added
'Change log added for version 1.7.3'
-
01 Sep 2023, 6:09PM | Action by: slavicpotato1
File added
'Immersive Equipment Displays for 1.6.629 and newer [version 1.7.3]'
-
01 Sep 2023, 6:08PM | Action by: slavicpotato1
File added
'Immersive Equipment Displays for 1.5.39 - 1.6.353 [version 1.7.3]'
August 2023
-
21 Aug 2023, 4:09PM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
20 Aug 2023, 4:19PM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
20 Aug 2023, 9:38AM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
20 Aug 2023, 12:10AM | Action by: slavicpotato1
Attribute change
'Description changed.'
-
- Mod page activity
-
April 2024
-
26 Apr 2024, 2:02AM | Action by: TiltChamberlain
Endorsed
'Immersive Equipment Displays'
-
26 Apr 2024, 1:06AM | Action by: XxAri96xX
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 6:26PM | Action by: gaspuchi
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 4:19PM | Action by: Itunalle
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 3:19PM | Action by: KristerKovacs
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 2:50PM | Action by: DKEAce
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 12:20PM | Action by: Johnres
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 8:53AM | Action by: bilmemnebilmemne
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 8:21AM | Action by: IconoclasticBanter
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 7:48AM | Action by: LoudPrint
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 6:53AM | Action by: Gwanuneg
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 3:24AM | Action by: Ravtor
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 3:07AM | Action by: ivan50zapata
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 2:16AM | Action by: Raggedon
Tracked
'Immersive Equipment Displays'
-
25 Apr 2024, 1:28AM | Action by: Troilus9
Endorsed
'Immersive Equipment Displays'
-
25 Apr 2024, 1:26AM | Action by: Troilus9
Untracked
'Immersive Equipment Displays'
-
24 Apr 2024, 11:07PM | Action by: Wilsonjax
Tracked
'Immersive Equipment Displays'
-
24 Apr 2024, 11:04PM | Action by: potomolo66
Tracked
'Immersive Equipment Displays'
-
24 Apr 2024, 10:32PM | Action by: MammothTickler
Tracked
'Immersive Equipment Displays'
-
24 Apr 2024, 8:58PM | Action by: Drojman1234
Tracked
'Immersive Equipment Displays'
-